What would readers prefer?

  • Pure narrative quest: no dice will be used, the author will have free reign to decide what happens.

    Votes: 25 59.5%
  • New dice system: the author will design a new, better dice system to add some randomness and risk.

    Votes: 17 40.5%

  • Total voters
    42
  • Poll closed .
To play devil's advocate for Dragon-Ryza's behavior, remember she's not just the draconic part of the mind, with all the lack of impulse control and pre-planning skills that implies, but she's a newly-Awakened dragon-self. She's still figuring out what permanent consciousness implies, how the world works, and what she can and can't do.
You are not making Dragon!Ryza sound less like an obnoxious little sister.


[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
Nothing wrong with running away
 
Yep. Fly out and scout and then if it's not something we can laugh off we fly back and tell our gang "right here there be dragons; over that way there be Imperials."
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You convince Artemis to split the group up to cover more area. She and Phoebe will take five yeomen, Axton and Lancel five more, and the infantry will cover the wooded areas that horses are less maneuverable in. You will act as the glue holding these groups together. While you're positive you'll find any trouble that might be out here… you'll do so with only a portion of your full force.
 
One Day Heads Up
Adhoc vote count started by SoaringHawk218 on Nov 26, 2023 at 11:50 AM, finished with 34 posts and 23 votes.


Voting heads up, looks like doing a wide sweep is winning pretty hard, but there's still time.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.
 
[X] You convince Artemis to split the group up to cover more area. She and Phoebe will take five yeomen, Axton and Lancel five more, and the infantry will cover the wooded areas that horses are less maneuverable in. You will act as the glue holding these groups together. While you're positive you'll find any trouble that might be out here… you'll do so with only a portion of your full force.
 
Vote closed
Scheduled vote count started by SoaringHawk218 on Nov 21, 2023 at 7:12 PM, finished with 38 posts and 26 votes.


Alright, so Ryza's going to be doing some far-ranging scouting. Could I get a d10 to see whether you find Things when you're near Artemis and the others or far away, and a d4 to see what "complications" there are when you find something.
 
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Feels like we're about to find something unpleasant, but with allies close at hand. It could be our imperial scouting party, or something of a thorn in their side like monsters or just well-coordinated bandits, I could find myself wrong about the unpleasant part and we hit a surprise jackpot, or...

Well, Ryza might start questioning about that strange "boss music" she's hearing, with Salvador nearby to handily educate her.
 
Sun and Shadow
[X] You range well away from the others, covering large amounts of area. This means that you're all but guaranteed to find out about any shenanigans going on, but it's possible you might do so far enough from help that you'll either have to handle things alone, or flee with your tail between your legs if it's beyond your solo abilities.


"No matter the unity of our nation and church, no matter its ideals, no matter its faith, no matter how hard it works to show all the light of Sol Invictus, there will always be those willing to break faith to serve their own ends. Such is the curse of human greed and human nature."
-Proclamation by Sun-Father Leon I in the aftermath of the First War of Divine Defense

(Intentions: d3=3)
A man stands in front of a large statue, frowning up at it thoughtfully.

He'd seen this statue many times before, of course. After all, it was located behind the main alter of the shrine he watched over. It was a statue depicting his goddess, a tall, detailed work of marble art depicting a beautiful woman wearing a flowing robes, holding a diamond-tipped scepter in one hand and a golden orb representing the sun in the other.

However, most of the man's focus is on the two smaller figures kneeling on either side of the woman, staring up at her adoringly. One boy and one girl, both are childlike in their appearance, and both have feathery wings sprouting from the back of their robes. He stares at those wings… they're smaller than the wings he'd seen on the girl… feathered rather than wyvern-like… but the similarities are still uncanny.

Taking a long, slow breath, Father Simon turned and started down the aisle of his shrine, the faint tap, tap tap of his staff filling the large, empty room. Normally, he said he was too old to travel. More than that, he was happy here on the outskirts of the Divine Realm, far from the politics and scheming that all worldly powers engaged in. However… there came times when his Goddess's message rang clear in his mind, when he could not deny Her will for him. On those days, he put aside his own wishes, gave praise to Her for trusting him to act as a vessel of Her will and pick up the subtle clues She gave him, and set out to do Her bidding.

After all, Sol Invictus was the goddess of knowledge, redemption and truth, the protector of the wrongly accused and the whispered will to be better than one's base impulses. Simon had long had suspicions and ideas and theories, based on years of rumor and half-considered ideas. However, those are now solidified by the clarion call of a single meeting, and if he does not share this new revelation, if he hoarded it like treasure, then it's of no use to anyone.

He had told young Ryza that he might speak to some of the Revisionists he knew of, and he planned to. However, in truth, his primary intention in the Divine City was to visit an old friend.
(Associate: d6 = 6)
Mathias would surely be most interested in who Simon had met and what he suspected young Ryza was capable of.



"You know, you don't have to do this," you say as you wrap your arms tighter around Kelton's shoulders, your legs tucked under his arms as he carries you on his back.

The soldier shrugs, causing you to hold back a yelp as you tighten your grip to hang on. "Maybe not, but that doesn't mean I won't," he says. "You're pretty light, and with all the flying around you've been doing you deserve a rest."

It had been a few days since you left Simon's shrine, and so far you haven't seen much of interest. While Artemis and the humans are staying relatively close together, spread out only a little to sweep for tracks or other signs of disturbance, you have been flying a much wider search pattern, using the map the old priest had given you to keep your bearings as you look for any trouble.

So far, you haven't found much. You've seen several groups of woodsmen and hunters, but Artemis told you that was to be expected, so you'd left them be. You had seen a cart trundling along, seemingly trying to skirt just outside the borders of the Divine Realm. That had been interesting enough that you'd reported it to Artemis, and she'd come over to take a look. However, it had turned out to just be some "smugglers," and while your friend clearly hadn't liked them, she had said that they were only a minor problem and not worth the time and effort to arrest and escort to Starhelm.

However, there is still quite a bit of border region to search, so here you still are. You and your retainers are currently walking through a more wooded area along one of the many branching streams in the area, someplace horses would have a bit more trouble with. The rest of the scouting group is nearby, you can hear them all around you and even catch glimpses. If there are any Imperials hiding in the area, you're spread out enough that you'll find them.

Any others, you'll have to find yourself on your next wide flight.

Your attention is brought back to your immediate surroundings by your other self in time to duck under a low-hanging branch that would have tangled in your hair. "Thanks, Kelton," you say. "Have you done anything like this before? I thought Arden was older than you."

Your friend gives a bark of laughter. "True, but I probably could carry her like this if I wanted; she's a bit of a stick. Not that she'd let me. No, my sister's off limits, but there are some kids back home who think I'm cool, especially when I rescue pets from trees and carry them back after they get injured playing in the forest. So yes, I do have experience carrying kids, though most of them couldn't beat a wyvern rider one on one."

Humming, you lean your chin on Kelton's head. "So do you miss Miau?" you ask after a moment. "It's been a while since you've been back, and depending on how long we have to stay up here helping the Northern Kingdoms it might quite a while longer. Are you doing okay?"

"Yeah, I'm good," Kelton says. "I guess I do miss it a bit; even the way the mayor'd chide me when I took initiative rather than solving everything in a committee. But what I'm doing is important; while I'm sure life for most people in town wouldn't change if the Empire were to take over tomorrow, the process of getting there… well, change always brings about instability, and bandits and thieves thrive on instability."

"I feel like I should be offended by that last bit," Belle says dryly.

Kelton throws her a grin. "Nah, you're not a thief, you're a privateer! That's totally different."

The redhead kicks his shin. "Yeah, because that's totally wrong! Privateers are bought pirates, not land thieves! I'm a…" she frowns. "You know, I don't think there's actually a word for what I am… huh…"

"Spy?" you offer. "You're kind of like a less-scary version of Kopoi, and that's what he is."

Belle gives a bark of laughter. "That's like saying a candle's kind of like a less-hot bonfire," she says. "Fell Seals are supposedly the most intense type of seal, the one that changes their wielder the most. When you get around to giving that Knight Seal of yours to someone, they'll just get a little more intense and chivalrous and junk like that. I don't know what that guy was like before he picked up that Fell Seal, but I doubt it was anything like he is now." She shrugs. "Besides, spies steal information. I'm more of a… security consultant? Counter-assassin? Professional back-watcher?"

You reach out a hand for her, your other arm tightening around Kelton's shoulders to hold you up. "I think friend works best," you say.

"You see, this is why you need a professional back-watcher," Belle chuckles, but she does reach out and hold your hand. "Even now, you're still way too nice for your own good."

"I don't think so," you say. "At least not when it comes to you. You've been with me for a while now, and you've always been nice to me and helped me out, so why wouldn't I trust you?"

Belle stares at you for a moment before smiling. "I mean, that's logical, but I've found most people aren't actually very logical, especially not when it comes to people like me. It's… well, it's nice to have someone who doesn't just make assumptions, even though I'm used to it." She smirks. "Besides, you pay well."

"On that note, I've gotta ask, what do you do with the money?" Kelton asks. "I know you send a lot of it somewhere; you're the one who gave me the idea to send some of my pay to Arden to help her out while I'm not around, but you've never said what you do with it. I didn't think you had any family."

You bump your chin against Kelton's head. "Be nice, Kelton!" you chide him.

The former thief is silent for several long seconds before she sighs. "I guess, if you're both willing to trust me, I can trust you too," she says. "So you know how I said I knew Baron Cicenco by reputation because I grew up in his lands? Well, the reason I knew he's an untrustworthy douche is because I lived in one of the orphanages in the main city near his castle. My mom died in a big Flame Fever outbreak when I was ten, along with a lot of other kids' parents. So the orphanage was really overcrowded. His Baronly Goonishness made a lot of promises about how he'd make sure everyone was taken care of, but I guess he thought it wasn't worth the effort, since we were constantly over packed and underfed." Her eyes narrow. "In that sort of environment, the only way to survive was to look outside the law. A lot of the kids stole, I just turned out to be the best at it. Only one to never get caught."

You frown. "Couldn't you have asked Countess Mantrae for help?" you ask.

Belle laughs bitterly. "Ryza, most commoners will never be in the same building as their noble overlady, let alone get her to make one of her minions do what they're supposed to. No, we were on our own." She sighs. "But while things have settled down since I've grown up, I never forgot how bad it was in there, so I tried to help out as much as I could. Before you hired me, I wasn't able to give much, but now I'm able to send enough that I like to think I'm making a real difference. Doing more than he ever did."

As you watch the woman wrap her cloak more tightly around herself, you can't help but feel that there's a bit more to this than she's telling you, but at the same time you're not going to go picking at a scar that's clearly still painful to her. "I'm sorry you had to go through that, Belle," you say softly. "Is there anything I can do to help?"

She smiles. "Not while you're stuck saving the world from the Regent and his emperor-murdering, world-conquering conspiracy of goons," she says. "Afterwards… I don't know. You going to Baron Cicenco's domain probably won't be pleasant for anyone, but…" she shakes her head. "Don't worry about it. We'll be fine. Besides, you have your own problems to deal with."

You shrug. "Well, I'll probably be passing between Agrithe and my home pretty regularly," you say. "And I was planning to stop by Miau so that Kelton could visit. It wouldn't be hard to stop by the orphanage so you can visit. I'd like to meet them, since they helped you be the kind of person who'd protect me from Ubel and help save Sypha even though it was a lot more dangerous for you."

Both humans look at you. "Wouldn't it be easier to just turn into your other self and fly straight there and back, skipping all the other stuff on the way?" Kelton asks.

"I mean, you're my friends," you say. "So it's important to me to make sure you can stay connected with your friends and family, and if you're okay with it I'd like to get to know them myself."

'Besides, I'm super fast so we can do both and still be quicker than that stupid carriage,' your other self gripes as memories of the bumpy ride with Sypha surface.

Belle chuckles. "Well, if that's your goal, you'll have to go to Castle Legerius too," she says. "And make sure to drag Kelton along so he can talk to his girlfriend-" Kelton tries to kick her, but she dances away, laughing.

You laugh too, hugging Kelton's shoulders. "It's okay, I like her too," you say. "And I know you like her a lot; you got as upset when you were mad at her as I was when I was really mad at Artemis for a minute or two," you say. "That means that you care."

"I guess that's true…" Kelton says.

The three of you continue walking in silence for a few seconds before Belle gives you a cheeky grin. "On the topic of boys and girls having certain feelings for each other," she says. "I've been meaning to mention that there's a few boys in Agrithe who've been asking me what sorts of flowers you like. I figure you for an edelweiss girl, what with growing up in the mountains, but if that's not the case-"

You squawk, which causes Kelton to laugh and squeeze your legs tighter. "Don't worry, it's part of growing up," he says. "After all, you are a very cute little girl, so it's only natural that some boys'd develop a crush, especially since you saved Lady Artemis-"

"Please stop!" you cry, but even as they laugh at your reaction, you can't help but be happy that there's enough of a relationship between the three of you that you can have these jokes with each other and not take offense.

Or at least you sure hope they're joking!

Gained Support Rank B: Kelton and Belle

Before anything more can be said, the sound of approaching hooves causes you to turn to see Artemis approaching. "Ryza, Kelton, Belle," she says. "Great, you're all here. Axton saw some signs of a big rider group moving through his part of the line recently, close enough that we probably only missed them by a few minutes, maybe half an hour. You up to take a look, Ryza? It could just be a Divine Realm patrol, but they seemed to be trying to avoid the road."

You nod, flaring your wings and slipping off of Kelton's back. "Sure thing, Artemis," you say. "Which way did they go?"

Artemis points. "They seemed to be going that way, along the border on the Divine Realm side and heading east. They weren't a huge group; we would have heard them if they were, but big enough that you need to be careful."

'We can take them!' your impulsiveness says. You shush her; confidence is good, but so is caution.

"Alright," you say, flapping up into the air. "I'll go find them."

Artemis nods. "Thank you, Ryza," she says. "I have a bad feeling about this, so I'm going to get everyone else together and we'll be right behind you. Figure out who's out and about, then come let us know what we're dealing with." You nod before sliding up into the canopy, flying in the direction that Artemis had pointed, trying to both stay in some sort of cover and find whoever's riding at the same time.

Thankfully, despite there being wyverns and pegasus riding knights, it seems that humans still have trouble remembering to look up for trouble or danger. After a minute of flying, you start hearing the sound of horses up ahead. Slowing your wing flaps, you quietly glide through the trees, relying more on magic than on aerodynamics. Finally, you peek around a big, bushy bunch of leaves into a small clearing near one of the branches of the stream.

You frown, there's about ten horses and twice as many people wandering around, seemingly taking a short break. Unlike the Agrithian yeomen and their green cloaks and the Northerners and their white coats, most of the riders are dressed in a mish-mash of different outfits and seem to be riding horses of varying quality. The only thing they have in common is the fact that they all have bows and light armor on their torsos.

Standing near them, stretching their legs, are more familiar figures. These are clearly Imperial soldiers; wearing the red armor you'd seen marching about in the camp you'd shot lighting bolts at. Each carries a round shield with what looks like three mountains painted on them, another symbol you recognized. They stay near their horse friends, and they seem to be split into two equal groups: one by the stream, the other near a large wall of tangled berry bushes on the other side of the clearing that they seem to be foraging from.

Meanwhile, between the two groups and a little towards the center of the clearing, three figures are looking at a map and talking. One is a young man dressed in an outfit similar to Father Simon's, though less ornate. He has a Heal staff in his hand, and you see that he seems to be doing most of the pointing.

The second man makes you shiver a little: he is clearly wearing a black Marble Hall cloak. You can sense the Black magic coiling about him. You don't figure he's hugely powerful, but he's clearly experienced. He seems to be mostly quiet, just standing with his hand on the shoulder of the last figure. Under his other arm is a tome, one that you're pretty sure is Elflux (you haven't studied Black magic, but you've started to recognizing the decoration humans put on their more advanced tomes).

The final human is an armored woman, holding the reins of a bigger, similarly armored horse. She's listening quietly to the white-robed man, her free hand on the hilt of her sword. As you watch her, there's… something about her. Something that makes you sure she's the leader of this Imperial group. It's as if she has an aura, not magical, but simply of authority, of will.

Oh, and the fact that she has a fancy cloak with the same mountain symbol as the soldiers (but much more detailed) doesn't hurt.

Carefully, you creep closer through the air, making sure to not make any noise that would alert them to your presence. You're no Black manakete, but with the amount of cover you have, it's not too hard to get close enough to strain your ears and listen in.

"-and you'll have to avoid this shrine here, the guy who runs it is much more observant than he pretends to be," the priest-looking man is saying. "Other than that, most of the path is pretty clear. I'll be able to make up something that'll lure off this Solar Knight garrison long enough to slip the strike force past."

The woman grunts. "Very good," she says. "But you'll forgive me if I want to see this all for myself. It's not in my nature to trust a traitor, even if he is betraying other traitors."

The priest puffs up. "Dame knight, I find it insulting that you-"

"Both of you, please," the Black mage says, his hand moving to touch the unarmored part of the cavalier's upper arm gently as he speaks. She glances at him as he does this, but doesn't comment or pull away. "Everyone makes mistake, my lady, and this young priest is trying to make up for the mistakes of his ancestors. That is a good thing." He glances at the priest. "Similarly, we are putting a great deal of faith in you, as is Lord-General Wellingford. We must be certain."

The two nod to the Black mage before glancing at each other. "Very well," the priest says, rolling up the map. "A force this small should be able to slip by the garrison without a distraction, so I'll be able to show you all the way to the Hornglade border."

"Very good, priest," the cavalier says. "Alright, men, take a breather, we move on in ten." There are a few sighs and grateful agreements, and the men seem to settle down a bit. However, you can see they're keeping their weapons close at hand.

This isn't going to be easy.

You start to slip back towards where Artemis is hopefully bringing up the rest of the group. That should allow you to decide what to do.


Pre-Battle Phase (Remember, Vote by Plan):

Your Force:

Ryza (Level 5 Yellow Manakete, Thunder's Cry, Mother's Hymn, Firecall, Gyra-Dregon's Dragonstone, Shadow Elixir, Flying)
Belle (Level 5 Thief: Steel Sword Infantry)
Kelton (Level 4 Soldier: Steel Lance, Javelin Infantry)
Artemis (Level 4 Bow Lord, Steel Bow, Steel Knife, Elixer, Cavalry)
Phoebe: (Level 3 Cavalier, Silver Lance, Steel Sword?, Cavalry)
Axton (Level 3 Yeoman: Steel Bow, Iron Knife, Cavalry)
Lancel (Level 3 Yeoman: Steel Bow, Iron Knife, Cavalry)
Elena (Level 3 Fighter: Steel Axe, Hand Axe Infantry)
Ten Generic Yeomen (Level 3, Iron Bows, Iron Knives, Cavalry)


Enemy Force:

Group 1:
Level 6 Cavalier w. Steel Sword and Iron Lance (Boss)
Level 6 Black Mage w. Elflux
Level 2 Priest w. Heal and Light

Group 2:
4 Level 4 Yeomen w. Iron Bows
4 Level 5 Soldiers w. Iron Lances, 1 Steel Lance

Group 3:
4 Level 4 Yeomen w. Iron Bows
4 Level 5 Soldiers w. Iron Lances, 1 Steel Lance


Battlefield:
You and your friends are coming from the south-west, along a narrow creek into a small clearing. The northern part of the clearing is a mass of berry brambles which will be very difficult to get through. However, the rest is open.

The Imperial scouts are separated into three groups, though they are all close enough to quickly support each other. Two groups of soldiers and yeomen are on either side of the clearing, both eight strong and led by one slightly more experienced and well-armed soldiers. The commanders of the group seem to be an exceptionally-skilled cavalier as well as a Black mage, supported by a renegade Divine Realm priest. They are slightly closer to your obvious entrance point, but you get the feeling they're the most likely to be able to react to an ambush quickly.

Primary Objective: Defeat the scouts

Secondary Objectives
[] Write In (Plan)

Strategy
[] Write In (Plan)

AN: A bit of a short chapter, mostly just finishing up the "talk to common soldiers for supports" vote from before as well as setting up the meeting with the Imperial scouts.

I had four different complications, and after rolling I considered switching out the one you got for a different one since in hindsight it was a bit worse than renegade priest, but I decided I wouldn't meddle in things after rolling.

Also, I'm trying to remember to give the enemies bosses rather than just mooks with better weapons, which is what the cavalier is. She's got Strong Dice and a personal skill, so keep that in mind.
 
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That's a lot of bowmen. Not a good time for Ryza to be drawing fire.

Black Magic has an advantage against Yellow Magic I think? So the Mage is probably best to be countered by Ryza sticking with full White Magic Support. Though we should definitely buff up with Barrier to mitigate his influence.

They've got a significant Skill advantage on us too, and numerical parity. We're in a bad way here. We have an advantage at least in that we can probably jump one of their groups and take it down before they can fully consolidate, but we only have four people good in a melee and they have a Boss level Cavalier. Not a good place to be in.
 
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Bolting is probably our best opener - but then I just generally assume it will be in most cases. Otherwise, IIRC you're correct about the magic advantage. I don't see any ways to abuse the terrain here though. We could probably ignite a fire in the bramble part with Bolting but they're unlikely to be standing there now and if we ever got in a position where we could drive them there we're probably already winning so no need to be that cutthroat.

Yeah, at first glance I think our best shot is to try and blitz one of the generic groups before anyone can react and then hope we have a decent enough number advantage to handle the rest. ...We could try to instead open by Bolting the renegade priest. He's level 2 and a healer so removing him from the fight might be to our advantage - but I don't know if it's more advantageous to use it to try and quickly rout one of the generic groups.
 
Bolting isn't going to be decisive on it's own, not against the boss crowd, I'd rather stick with the main hammer and Rexthunder to make sure it gets deleted, to give us a numerical advantage instead of our current uncomfortably close numbers.

Barrier should help mitigate their mages, that's what it's for. Then we can shift to healing to try and outlast them.
 
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